Delay-Aware Resource Provisioning for Cost-Efficient Cloud Gaming
暂无分享,去创建一个
[1] Chun-Ying Huang,et al. Measuring the latency of cloud gaming systems , 2011, ACM Multimedia.
[2] Wim Lamotte,et al. An evaluation of the impact of game genre on user experience in cloud gaming , 2013, 2013 IEEE International Games Innovation Conference (IGIC).
[3] Gary Yeung,et al. Characterization of user behavior in a multi-player online game , 2005, ACE '05.
[4] Feng Xia,et al. An experimental analysis on cloud-based mobile augmentation in mobile cloud computing , 2014, IEEE Transactions on Consumer Electronics.
[5] Mark Claypool,et al. Assignment of games to servers in the OnLive cloud game system , 2014, 2014 13th Annual Workshop on Network and Systems Support for Games.
[6] Cheng-Hsin Hsu,et al. Using graphics rendering contexts to enhance the real-time video coding for mobile cloud gaming , 2011, ACM Multimedia.
[7] Yonggang Wen,et al. Cloud Mobile Media: Reflections and Outlook , 2014, IEEE Transactions on Multimedia.
[8] Mahmoud Reza Hashemi,et al. A game attention model for efficient bit rate allocation in cloud gaming , 2014, Multimedia Systems.
[9] Debanjan Saha,et al. Characterizing Online Games , 2010, IEEE/ACM Transactions on Networking.
[10] Amin Azari. Energy-efficient scheduling and grouping for machine-type communications over cellular networks , 2016, Ad Hoc Networks.
[11] Alexandru Iosup,et al. Scheduling Jobs in the Cloud Using On-Demand and Reserved Instances , 2013, Euro-Par.
[12] Sebastian Möller,et al. Towards understanding the relationship between game type and network traffic for cloud gaming , 2014, 2014 IEEE International Conference on Multimedia and Expo Workshops (ICMEW).
[13] William J. Stewart,et al. Probability, Markov Chains, Queues, and Simulation: The Mathematical Basis of Performance Modeling , 2009 .
[14] Wentong Cai,et al. Play Request Dispatching for Efficient Virtual Machine Usage in Cloud Gaming , 2015, IEEE Transactions on Circuits and Systems for Video Technology.
[15] Michael S. Berger,et al. Cloud RAN for Mobile Networks—A Technology Overview , 2015, IEEE Communications Surveys & Tutorials.
[16] José Alberto Hernández,et al. An empirical study of Cloud Gaming , 2012, 2012 11th Annual Workshop on Network and Systems Support for Games (NetGames).
[17] Min Chen,et al. On Achieving Cost-Effective Adaptive Cloud Gaming in Geo-Distributed Data Centers , 2015, IEEE Transactions on Circuits and Systems for Video Technology.
[18] Yin Wang,et al. VGRIS: Virtualized GPU Resource Isolation and Scheduling in Cloud Gaming , 2013, TACO.
[19] Haibing Guan,et al. Energy-Efficient SLA Guarantees for Virtualized GPU in Cloud Gaming , 2015, IEEE Transactions on Parallel and Distributed Systems.
[20] Ioannis Dimitriou,et al. A mixed priority retrial queue with negative arrivals, unreliable server and multiple vacations , 2013 .
[21] Wentong Cai,et al. QoS-Aware Revenue-Cost Optimization for Latency-Sensitive Services in IaaS Clouds , 2012, 2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications.
[22] Hua-Jun Hong,et al. Placing Virtual Machines to Optimize Cloud Gaming Experience , 2015, IEEE Transactions on Cloud Computing.
[23] Geert Jan Franx,et al. A simple solution for the M/D/c waiting time distribution , 2001, Oper. Res. Lett..
[24] Arafat J. Al-Dweik,et al. Low-Complexity Power-Efficient Schedulers for LTE Uplink With Delay-Sensitive Traffic , 2015, IEEE Transactions on Vehicular Technology.
[25] Baochun Li,et al. Quality-assured cloud bandwidth auto-scaling for video-on-demand applications , 2012, 2012 Proceedings IEEE INFOCOM.
[26] Wenqiang Gong,et al. An optimal VM resource allocation for near-client-datacenter for multimedia cloud , 2014, 2014 Sixth International Conference on Ubiquitous and Future Networks (ICUFN).
[27] James Stuart Tanton,et al. Encyclopedia of Mathematics , 2005 .
[28] Han-I Su,et al. Are all games equally cloud-gaming-friendly? An electromyographic approach , 2012, 2012 11th Annual Workshop on Network and Systems Support for Games (NetGames).
[29] Steve Goddard,et al. Response Time Analysis of Hierarchical Scheduling: The Synchronized Deferrable Servers Approach , 2011, 2011 IEEE 32nd Real-Time Systems Symposium.
[30] Ryan Shea,et al. Cloud gaming: architecture and performance , 2013, IEEE Network.
[31] Arjun K. Gupta,et al. Probability and Statistical Models: Foundations for Problems in Reliability and Financial Mathematics , 2010 .
[32] Moreno Marzolla,et al. Dynamic resource provisioning for cloud-based gaming infrastructures , 2012, CIE.
[33] Jian He,et al. iCloudAccess: Cost-Effective Streaming of Video Games From the Cloud With Low Latency , 2014, IEEE Transactions on Circuits and Systems for Video Technology.
[34] Kai Hwang,et al. Game cloud design with virtualized CPU/GPU servers and initial performance results , 2012, ScienceCloud '12.
[35] Thomas Bonald,et al. Network Performance Analysis , 2011 .
[36] Cheng-Hsin Hsu,et al. GamingAnywhere: an open cloud gaming system , 2013, MMSys.